
Explore the House, a parasite dimension that steals from other worlds, in a train that scuttles on mechanical legs.
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Languages: English**languages with full audio support
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Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The writing of the game is really great and very similar in tone to Sunless Seas. However, the actual gameplay is incredibly boring. The rooms of "The House" are basically all the same and wandering from one to the next is dull and drags on for far too long until the next brief moment of story.
A House of Many Doors' gameplay is admittedly, very jank. Mostly it consists of trundling through empty rooms, on and on, to get to your next destination. The combat is worse, the mix of turn-based and real-time making it somehow both boringly slow moving and requiring incredibly fast reflexes. And all of this is compounded by the game's innumerable bugs, imbalances, and unintentional loopholes. Why then is A House of Many Doors one of my favourite games of all time? The obvious answer would be to say the game's luscious worldbuilding. Each location is described with strange yet perfectly clear imagery, the world is very well developed but it never feels like the game is simply dropping exposition on the player's head, and so much feels unique and different compared to the standard fantasy tropes that define the genre. This world building is definitely what drew me to A House of Many Doors in the first place. But if we compare it to its direct inspirations, the games in the Fallen London universe, particularly Sunless Sea, these games are just as successful in their worldbuilding -- and yet I think A House of Many Doors surpasses even these. What I think really makes this game succeed is in its cohesion and structure. The problem I have with the Sunless games is that while they are in theory at least about the player character's unquenchable ambition -- a central plot thread that the player character will pursue at any cost -- in truth, these ambitions are the least interesting parts of the games (with perhaps the exception of Sunless Skies' Martyr King's Cup, which surprise, surprise is in fact written by Harry Tuffs, the writer behind A House of Many Doors). In contrast, A House of Many Doors main quest is not only incredibly interesting, but is also mechanically and narratively tied to the game's sidequests. To progress in the main plot, you need to explore and complete sidequests, and ultimately this then positions you to make the difficult choices that the plot demands. Through exploring the House, the player gains the insight necessary to decide its fate. Everything fits together into a compelling and thematic whole. I would definitely recommend A House of Many Doors if you enjoy narrative heavy games and don't mind the slower pace. There is an overlapping audience with fans of the Fallen London games, but A House of Many Doors is a lot less bleak and unforgiving, so even if you don't enjoy those games, it might be worth giving this one a go.
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you like Sunless Sea or Sunless Skies you will like this game. Its a dark -literally dark- fantasy game where you explore a parallel dimension and its strange cities in your centipede-like vehicle. Interesting characters abd sites, and lots of good writing. Lots to read! - I have experienced a couple of crashes while playing it, but still good value 8 out of 10.
Genuinely my favourite game of all times. Someone said that some of the criticism is warranted and I agree - if you're in it for riveting gameplay or combats this won't be for you, although of course this is up for debate (I find it fine, a little tedious at times but certainly nothing that ever made me think I needed to close the game). The writing is unbeliveably inspiring, and the game really takes you from breathtaking sight to breathtaking horror; the characters are *so good* and become really real in very few sentences; there's a sense of atmosphere unlike anything else I've ever read. Save-scumming is allowed and honestly up my alley. I'd personnaly disagree with the comments calling the art ugly, I find it extremely cool - the House is *full* of personality and the art (and the music!!) play such a big part of it. To each their own, I guess. Anyway! Play HoMD for the story, choices, lore and atmosphere (and who knows, you might even like the light survival aspects of the gameplay!)
Good, but flawed. Play Sunless Sea first, and if that runs out and you want more: play A House of Many Doors. Then play Sunless Skies and be disappointed it isn't weird enough. The best part of the game is its abundance of stories. Like, Sunless Sea, there are a ton of threads to pull on. With their being so many, some fall pretty flat and feel unfinished (and some may actually be unfinished). For example, at the start of the game you have the option to give up your heart, giving you the distinction "Heartless." That never paid off in a story sense or cause any complications. In general it's fun to work through the various factions and support your crew with their concerns. Exploration is a bit long, and you would do well to increase your Insight score a lot so your navigator will put cities on your map without having to comb long stretches of rooms. It's an interesting world with interesting places, but we only get glimpses and hints at the possible depth of it all. There aren't really that many events in each location. The random things you encounter as you travel ge repetitive. There seems to be content that can't be accessed because you cannot get enough reputation (City of Angels, I'm looking at you). Combat is a chore and should mostly be avoided until you have increased your stats and upgraded your Kinetopede. It's then less of a chore but still generally not worth it. That said, defeating enemies by killing their crew does yield a lot of Keys. Pro-tip: Buy laudanum from the Poet-Knights and sell it in the City of Masks. This will quickly make money no object. Also, don't dream of clocks for your first playthrough as this ending deletes your saves and makes the game unplayable (there is a file you can delete to get the game working again, but your saves will be gone). Now, the game has bugs. More than a few that don't break the game, and a couple that do. It generally feels unpolished. A lot of quality of life options are missing (mainly ways to buy and sell goods more than 1 at a time, and getting stuff out of your shed without snapping back to the top every single selection). For some reason I was given the near final challenge of a heist but was able to go straight to the Orchard at the end of the game anyway. I completed a crewmembers Concern and when I recruited him again he wanted to do the same thing over again. It's still a fun experience with it's own emergent stories. I fell in love with a vampire who would occasionally kill a crewmember, forcing me to pretend it was some kind of accident and press-gang a prisoner into service. "Genevieve, dear, would you mind just eating the prisoners? I do keep a few around all the time you know." It's a love-letter to Sunless Sea, written by an earnest undergraduate. There's potential here that I hope is realised in future games.
sunless sea 完美代餐。喜欢无光之海的肯定会喜欢这个游戏,喜欢这个游戏的肯定会喜欢无光之海,这类游戏一共就三。
A sort of "FTL" mixed with the vibes of "the night cage" and "kingdom death monster" the game is glitchy and a bit slow, but if you like reading, this might be for you.
It's a bit rough around the edges, but this is an [i]amazing[/i] gem of interactive fiction. If you played Sunless Seas and/or Sunless Skies and want "more of that but different" -- a (different) incomprehensibly weird world full of strange places to explore and even weirder creatures to meet -- this game is exactly that. There are literally dozens, maybe over a hundred unique Weird Places to go visit! And in all those places are countless unimaginable experiences, from befriending a tribe of word-hunters to romancing ten million crows. I hesitate to directly compare them against each other, but at times I find A House of Many Doors actually has [i]stronger[/i] writing than Failbetter's work, though that may simply be because it's a one-writer project, so the overall feeling is a bit more cohesive. Catherine Unger's art is also incredibly evocative and really adds to the already-wonderful writing. It's not perfect, and be prepared to encounter many bugs, a few design weirdnesses, and so forth. As a result, I'd say it might be a bit less accessible than Sunless Seas/Skies, so it's probably easier to wrap your head around if you've played those first.
Great writing but the gameplay ♥♥♥♥♥♥♥ sucks.
I adore this game. I've played it off and on since it was released in 2017. The stories in this game are full of interesting lore and quests that add depth to this unnerving massive underground room. You play as a train driver that drives through various rooms to locate a way out of the "House." Along the way you recruit people to your train's staff as well as solve mysteries for those in the various cities you encounter. Each region of the House has it's own enemies and secrets to uncover. Combat involves trains basically shooting their ammunition at each other. The game shows the two trains next to each other from a top-down perspective so you can see the stations and rooms in the train. This lets you direct your people on where to go for repair and where to shoot the enemy. One can aim the cannons but whether the accuracy is high enough depends on the installed weapons and any upgrades. I personally tried to avoid combat since that wasn't as interesting as exploring and uncovering stories. The way this game projects a creeping horror is so well done. I also like how the attributes play a role in achieving one's goal or not (such as if Guile is too low, a test of Guile may be very difficult to overcome. In that case I may either risk the consequences of failing or back out to try again after I raised my Guile. Note that some decisions cannot be backed out of and returned to later). Overall, for a creepy horror game, it's well worth the adventure. Can you find a way out of the House? Or will you be left wandering its halls forever?
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